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Demacia
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Storm Bolt
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Actions
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Set Index = (Index + 1)
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Set Caster[Index] = (Triggering unit)
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Set Target[Index] = (Target unit of ability being cast)
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Set TargetLoc[Index] = (Position of Target[Index])
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Set CasterLoc[Index] = (Position of Caster[Index])
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Set FissureLoc[Index] = (TargetLoc[Index] offset by 250.00 towards (30.00 x (Real((Integer A)))) degrees)
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Unit - Add Storm Crow Form to Caster[Index]
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Unit - Remove Storm Crow Form from Caster[Index]
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Unit - Turn collision for Caster[Index] Off
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Unit - Create 1 Peon for (Owner of Caster[Index]) at CasterLoc[Index] facing Default building facing degrees
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit Group - Add (Last created unit) to DIDummyGroup
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Index Equal to 1
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Then - Actions
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Trigger - Turn on Demacia Loop <gen>
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Else - Actions
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Demacia Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer Index_Copy) from 1 to Index, do (Actions)
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Loop - Actions
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Set DICustomValue[Index_Copy] = 1
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Set Height[Index_Copy] = (Height[Index_Copy] + 10.00)
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Set TargetLoc[Index_Copy] = (Position of Target[Index_Copy])
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Set CasterLoc[Index_Copy] = (Position of Caster[Index_Copy])
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Set TempLoc[Index_Copy] = (CasterLoc[Index_Copy] offset by 35.00 towards (Angle from CasterLoc[Index_Copy] to TargetLoc[Index_Copy]) degrees)
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Animation - Change Caster[Index_Copy] flying height to Height[Index_Copy] at 500.00
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Unit - Move Caster[Index_Copy] instantly to TempLoc[Index_Copy]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Distance between CasterLoc[Index_Copy] and TargetLoc[Index_Copy]) Less than or equal to 150.00
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Then - Actions
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Animation - Change Caster[Index_Copy] flying height to 0.00 at 1000.00
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For each (Integer A) from 1 to 30, do (Actions)
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Loop - Actions
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Set FissureLoc[Index_Copy] = (TargetLoc[Index_Copy] offset by 250.00 towards (30.00 x (Real((Integer A)))) degrees)
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Destructible - Create a Fissure at FissureLoc[Index_Copy] facing (Random angle) with scale 1.00 and variation 0
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Set Fissure[(DICustomValue[Index_Copy] x (30 + (Integer A)))] = (Last created destructible)
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Unit - Turn collision for Caster[Index_Copy] On
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Set Height[Index_Copy] = Height[Index]
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Set TargetLoc[Index_Copy] = TargetLoc[Index]
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Set CasterLoc[Index_Copy] = CasterLoc[Index]
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Set TempLoc[Index_Copy] = TempLoc[Index]
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Set FissureLoc[Index_Copy] = FissureLoc[Index]
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Set Caster[Index_Copy] = Caster[Index]
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Set Target[Index_Copy] = Target[Index]
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Set Index = (Index - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Index Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Demacia Rmove
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Events
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Unit - A unit Dies
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Conditions
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((Triggering unit) is in DIDummyGroup) Equal to True
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Actions
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Set Index_Copy = (Index_Copy - 1)
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For each (Integer A) from 1 to 30, do (Actions)
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Loop - Actions
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Destructible - Remove Fissure[(DICustomValue[Index_Copy] x (30 + (Integer A)))]
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Set DICustomValue[Index_Copy] = DICustomValue[Index]
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Unit - Remove (Picked unit) from the game
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The problem is the destructible cant remove when 2 or more cast it when only 1 is cast the spell is good.
PS: I KNOW THEIR IS LEAKS IN POINT
Please check if i got error you can download the map